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Algorithmic and Architectural Gaming Design

Book Description

Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible.
Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  5. Preface
  6. Acknowledgment
  7. Section 1: Artificial Intelligence in Games
    1. Chapter 1: Co-ordinating Formations
      1. ABSTRACT
      2. INTRODUCTION
      3. FORMATIONS
      4. DECISION-MAKING
      5. IMPLEMENTATION
      6. RESULTS
      7. DISCUSSION
      8. CONCLUDING REMARKS
    2. Chapter 2: Adapting Pathfinding with Potential Energy
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PATHFINDING WITH POTENTIAL ENERGY
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    3. Chapter 3: Behavior Trees
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. BEHAVIOR TREE CONCEPT
      5. A BEHAVIOR TREE TRAVERSAL EXAMPLE
      6. MEMORY COMPACT IMPLEMENTATION SKETCH
      7. CONCLUSION
    4. Chapter 4: Nonmanipulable Collective Decision-Making for Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND IDEAS
      4. A NEED: FINDING COLLECTIVE CONSENSUS IN GAMES
      5. USING DSV TO FIND STABLE CONSENSUS IN ONE DIMENSION
      6. USING DSV TO FIND STABLE CONSENSUS IN A HYPERCUBE
      7. USING DSV TO FIND STABLE CONSENSUS IN A SIMPLEX
      8. MAKING ASYNCHRONOUS DECISIONS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
    5. Chapter 5: Understanding and Implementing Adaptive Difficulty Adjustment in Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. PLAYER AND DIFFICULTY
      4. DESIGNING DDA
      5. STUDY DESIGN, RESULTS AND DISCUSSION
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    6. Chapter 6: Application and Evaluation of Artificial Intelligence Algorithms for StarCraft
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SETTING UP
      5. THE BASICS
      6. SWARM INTELLIGENCE
      7. GATHERING ALGORITHMS
      8. EXPERT SYSTEMS
      9. HILL CLIMBING
      10. FUTURE RESEARCH
      11. CONCLUSION
    7. Chapter 7: Evolving Bots' AI in Unreal™
      1. ABSTRACT
      2. INTRODUCTION
      3. UNREAL™ GAME FEATURES
      4. EVOLUTIONARY ALGORITHMS
      5. STATE OF THE ART
      6. GENETIC BOTS
      7. GENETIC TEAM BOTS
      8. CONCLUSION AND FUTURE WORK
  8. Section 2: Game Physics
    1. Chapter 8: Practical Introduction to Rigid Body Linear Complementary Problem (LCP) Constraint Solvers
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLVER (LCP)
      5. CONSTRAINTS
      6. IMPLEMENTATION
      7. SPARSE MATRICES
      8. STABILITY AND RELIABILITY
      9. CONCLUSION
      10. FUTURE RESEARCH DIRECTIONS
    2. Chapter 9: Rocket Jump Mechanics for Side Scrolling Platform Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ROCKET LAUNCHER MECHANICS
      5. OBSTACLE DESIGN
      6. PERCEIVED CHALLENGE AND PLAYER PERFORMANCE
      7. SUMMARY
      8. CONCLUSION
  9. Section 3: Collision Detection in Games
    1. Chapter 10: Collision Detection in Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. INTERSECTION TESTS
      5. OVERLAP TEST REDUCTION
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    2. Chapter 11: Collision Detection Using the GJK Algorithm
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE GJK ALGORITHM
      5. DISTANCE AND CLOSEST POINTS
      6. COLLISION INFORMATION
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
  10. Section 4: Game Models and Implementation
    1. Chapter 12: Designing Multiplayer Online Games Using the Real-Time Framework
      1. ABSTRACT
      2. INTRODUCTION
      3. GAME DEVELOPMENT APPROACHES
      4. AN OVERVIEW OF RTF
      5. CASE STUDY: USING RTF FOR DEVELOPING A MULTI-PLAYER ONLINE GAME
      6. DISTRIBUTION CONCEPTS SUPPORTED BY RTF
      7. FROM A SINGLE TO MULTI-SERVER ONLINE GAME: A QUAKE 3 CASE STUDY
      8. CONCLUSION AND RELATED WORK
    2. Chapter 13: Modular Game Engine Design
      1. ABSTRACT
      2. INTRODUCTION: WHAT IS A GAME ENGINE?
      3. BACKGROUND
      4. GAME ENGINE OVERVIEW
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    3. Chapter 14: A Gameplay Model for Understanding and Designing Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAMEPLAY
      5. APPLICATION
    4. Chapter 15: From a Game Story to a Real 2D Game
      1. ABSTRACT
      2. INTRODUCTION
      3. THE DERIVATION OF A GLOBAL SOFTWARE STRUCTURE OF GAMES
      4. THE VALUE OF THE GLOBAL SOFTWARE STRUCTURE OF GAMES
      5. THE STORY OF THE GAME OTHELLO
      6. DESIGNING AND IMPLEMENTING OTHELLO
      7. CONSTRUCTING A SINGLE-PLAYER VERSION OF OTHELLO
      8. DEVELOPING OTHELLO AS A NETWORKED GAME
      9. CONCLUSION AND FUTURE WORK
  11. Section 5: Serious Games
    1. Chapter 16: Music Tutor Using Tower Defense Strategy
      1. ABSTRACT
      2. INTRODUCTION
      3. WHY MUSIC AND TOWER DEFENSE?
      4. DESIGN CHALLENGES
      5. GAME DESIGN
      6. IMPLEMENTATION
      7. FUTURE DIRECTIONS
      8. CONCLUSION
    2. Chapter 17: Low Cost Immersive VR Solutions for Serious Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. WHAT IS REAL-TIME SIMULATION?
      4. DEVELOPMENT STRATEGIES
      5. DEVELOPMENT TECHNIQUES
      6. VALIDATION TECHNIQUES
      7. CONCLUSION
      8. FUTURE RESEARCH DIRECTIONS
  12. Compilation of References
  13. About the Contributors
  14. Index